After the upcoming TG where Nuxia’s traps are sped up, the question still remains on how to rework/adjust her kit to further support the trap mechanic. A big rework which changes her fundamental playstyle/moveset isn’t necessary in my opinion. So since I’ve playing her for a while by now and after going through other community posts, here are a few ideas. They are are mainly supposed to force the opponent to actively deal with Nuxia's mixup and to increase her potential in groupfights.
Quality of life changes
Increased forwardmovement on all lights Especially in groupfights when trying to swap targets Nuxia sits in one spot, which leads to a lot of frustration.
Zone hitbox/tracking adjustment The animation doesn’t match the hitbox (opponents/minions standing on Nuxia’s right foot are safe). Also the animation phases through opponents, even on rather early enemy-dodges (f.e.
Shugoki dodge-headbutt after heavy-hitstun).
Heavy tracking adjustment Same problem as zone, animation phases through opponents on rather early enemy-dodges (f.e. Shugoki dodge-headbutt after light-hitstun).
Parry riposte (Mirror Raid) speedup [600ms -> 500ms] It’s too slow to use in outnumbered situations.
Parry riposte (Mirror Raid) input window shortened The riposte can be delayed a lot. This can turn out obstructive in outnumbered situations, when you (instead of performing a riposte) want to target swap and interrupt a different opponent.
Minions are no longer pinned and thrown by heavy finishers It’s an annoying interaction with no use, a removal would improve minion clear capability.
Guardbreakinvulnarability during confirmed traps It’s frustrating that you can be guardbroken out of your mixup on reaction in outnumbered situations, which makes traps way riskier than an unblockable- or bash-offense.
Now traps feed the same amount of revenge as an equivalent bash In ganks traps are harder to hit than bashes, but revengelock. So it would be fair that they feed (roughly) an equal amount of revenge.
increased forwardmovement on traps In teamfights it’s sometimes hard to tell if a trap would reach an opponent or not when targetswapping a trap (f.e. when trying to trap a fullblock next to you).
Property changes
In-chain-heavies/zones are now undodgeable The big downside of the trap-mechanic is that it can easily be countered by empty dodging, or dodge-attacks. F.e.: You open your opponent up with a light attack. Every in-chain followup (second
light/heavy, heavy-feint into trap) is automatically negated by early dodging. If the opponent dodge-attacks, he always beats four options (named above + feint to guardbreak). That forces you to
cancel your offense most of the time (no pressing buttons). Also in teamfights opponents can lock on your teammates and negate any offense from your part by just dodgespamming away/around.
Damage changes (roughly)
Glass Waltz (22 -> 16-18) [trap from heavy]Jade Ballet (32 -> 29) [trap from zone] Traps are more reliable now, so trapdamage should be lowered (similar damage like Valkyrie’s bash, regarding the similarities between the mixups).
# Note that the zone is very slow and easily interruptible, therefore high damage is ok.
Moveset changes
# Most points are just dodge-recoveries/cancels after/during Nuxias unique moves (except zone).
# Traps from heavies are now split into two parts: trapping animation and riposte. The input-method, duration and animation remain as they are. Just important for targetswap and dodge-cancel (see
below).
Added dodge-forward-heavy; can be softfeinted with trap or hardfeinted; (duration + damage somewhat similar to Zhanhu) Counts as opener. Nuxia’s dodge-forward-light has a nice, but also very telling animation, and is reactable. Through the heavy-option she gains a solid opener and it allows her to better close the
space between her and opponents.
Pin-dodge-cancel Clocks in between third heavy-hit and the following throw-animation (inputwindow Orochi-like?). Having a pin-property with a non optional long animation on the finisher-heavys makes them very
risky in groupfights. Also supports assassin-mobility and flow.
Throw-dodge-recovery-cancel (quickest timing possible so no additional damage is confirmed; also view “problems”) Dodge recovery after successfully throwing an opponent. Can be used for dodge-forward-light/heavy, Nuxia keeps frameadvantage.
Parry riposte (Mirror Raid) dodge-recovery-cancel Increased mobility in groupfights.
Missed trap can be dodge-recovery-cancelled (generous quick window) Before: If your opponent makes the wrong read and tries to lightparry your chain-light (even if it is in the wrong direction), and you input a heavy into trap, you eat the heavy. Input a parrys should
be high risk, high reward, not something to spam. The heavy can now be deflected.
Successful trap-riposte can be dodge-recovery-cancelled (quick window: 100ms-300ms?) Due to long trap-animation traps are quiet unsafe in groupfights. Increased mobility for higher security.
Trap-animation now deals direct damage (8dmg; bleed-property is rather unfavorable) Similar to Warmonger. Useful due to following additions.
Trap-riposte can be dodge-cancelled During successful trap: clocks in between trap-animation and trap-riposte. Helps Nuxia to deal with outnumbered situations.
Trap-riposte can be cancelled through targetswap + light/heavy During successful trap: clocks in between trap-animation and trap-riposte. Counts as second chain (thus heavy keeps undodgeable-property). Helps Nuxia to deal with outnumbered situations.
Option: the light is unblockable.
# The throw on Nuxia’s third heavys could also be input by holding down the heavy button (like Highlander).
Experimental
Nuxia has no quick side hitboxes (slow zone, lights have forward trajectory). In outnumbered situations you have to solely rely on defense and can’t interrupt opponent’s gank-attampts. Solution: Nuxia gets a backwalk-zone from neutral (in-chain zone is always the normal zone?), similar to Berserker.
Speed: 500msStamina usage: 20Medium HitstunMoves Nuxia backwards, but has no i-framesActs as chainstarterCan be dodge-recovery-cancelled [200ms-300ms] Hitboxes are to the side and back of Nuxia; if the unlocked opponent in front is not very close, it shouldn’t hit him.[# Chance to insert voicelines from Responsive Dialogue System 😉]
# How strong/annoying will this be when used in duels?
Feats
Caltrops are strong and might need a nerf (f.e. reduced number of spikes for lower damage).If underperforming: “Threat of Fate” also applies defense debuff and is not broken when moving out of lock-on-range.Infection: Extended active duration, Nuxia heals from damage ticks.
Problems
1. Potential-wombo-combo:
Heavy finisher into wallsplat (30dmg) + neutral heavy (24dmg) ends in 54 damage and chain pressure (which eventually leads to another 52dmg, due to undodgeables and large throwing-range) just because of one false read. This can’t be fixed like Afeera’s wallsplat, because of the above suggested throw-dodge-recovery-cancel, also Nuxia’s throw doesn’t start from neutral, so “the next move after a successful wallsplat” can’t just get higher recovery. Simply removing the throw would be a shame, Nuxia is labled as an Isolator and uses literal hookswords as weapons.
Experimental Ansatz (if technically possible): The wallsplat is converted into a “wallbounce”. The throw deals now direct damage upon impact with the wall (14dmg), but the thrown opponent gains instant-wake-up-armor and damage reduction (third hitstun). Thus the overall duration of a “wallbounce” would be way shorter than a wallsplat, so Nuxia’s neutral heavy would be parryable, the neutral light blockable or also parryable (same goes for above suggested dodge-heavy/light performed from a throw-dodge-recovery-cancel). She would keep frame advantage.
(I have no notion of programming, but) the throw could apply a tag on the opponent with a special hidden property that gets activated on impact with the wall. I’m only suggesting this because we already have attacks that apply tags/status effects in game, also different wall splat-types (fiery walls).
2. Trap-wall-interaction:
Scenario: Nuxia performs heavy into trap. The heavy would’ve hit a wall. That leads to the trap being cancelled and Nuxia being hitstunned. The animation not matching a wallhit makes it frustrating, but it also leads to a weird interaction:
Scenario (Nuxia-pov): Wall is close to the right, opponent infront (also close to the wall). Nuxia performs left-side-heavy into trap. Opponent tries to parry the heavy (*only tested against reflex guard). The weapon models are nowhere near the wall.
Expectation: Opponent is trapped.
What happens: Opponent performs a shadow-parry, Nuxia is hitstunned.
Solution: removal of this interaction.
That was it so far from my side (or better: my wishlist). If I have overlooked something or you have suggestions regarding recovery- or damagenumbers feel free to share your thoughts.
Je cherche du monde qui parle FR pour monter une équipe pour du haut niveau